import {GameManager, gameManager, HasMovedEvent, MapObject, StatusGameManagerEnum} from "./GameManager"; import {GroupCreatedUpdatedMessageInterface, MessageUserPositionInterface} from "../../Connexion"; import {CurrentGamerInterface, GamerInterface, hasMovedEventName, Player} from "../Player/Player"; import {API_URL, DEBUG_MODE, RESOLUTION, ROOM, ZOOM_LEVEL} from "../../Enum/EnvironmentVariable"; import Tile = Phaser.Tilemaps.Tile; import {ITiledMap, ITiledMapLayer, ITiledTileSet} from "../Map/ITiledMap"; import {cypressAsserter} from "../../Cypress/CypressAsserter"; import {PLAYER_RESOURCES} from "../Entity/PlayableCaracter"; import Circle = Phaser.Geom.Circle; import Graphics = Phaser.GameObjects.Graphics; import Texture = Phaser.Textures.Texture; import Sprite = Phaser.GameObjects.Sprite; import CanvasTexture = Phaser.Textures.CanvasTexture; import CreateSceneFromObjectConfig = Phaser.Types.Scenes.CreateSceneFromObjectConfig; export enum Textures { Player = "male1" } export interface GameSceneInterface extends Phaser.Scene { Map: Phaser.Tilemaps.Tilemap; createCurrentPlayer(UserId : string) : void; shareUserPosition(UsersPosition : Array): void; shareGroupPosition(groupPositionMessage: GroupCreatedUpdatedMessageInterface): void; updateOrCreateMapPlayer(UsersPosition : Array): void; deleteGroup(groupId: string): void; } export class GameScene extends Phaser.Scene implements GameSceneInterface, CreateSceneFromObjectConfig{ GameManager : GameManager; Terrains : Array; CurrentPlayer: CurrentGamerInterface; MapPlayers : Phaser.Physics.Arcade.Group; Map: Phaser.Tilemaps.Tilemap; Layers : Array; Objects : Array; map: ITiledMap; groups: Map; startX = 704;// 22 case startY = 32; // 1 case circleTexture: CanvasTexture; MapKey: string; MapUrlFile: string; PositionNextScene: Array = new Array(); constructor(MapKey : string = "", MapUrlFile: string = "") { super({ key: MapKey }); this.GameManager = gameManager; this.Terrains = []; this.groups = new Map(); this.MapKey = MapKey; this.MapUrlFile = MapUrlFile; } //hook preload scene preload(): void { this.GameManager.setCurrentGameScene(this); this.load.on('filecomplete-tilemapJSON-'+this.MapKey, (key: string, type: string, data: any) => { // Triggered when the map is loaded // Load tiles attached to the map recursively this.map = data.data; this.map.tilesets.forEach((tileset) => { if (typeof tileset.name === 'undefined' || typeof tileset.image === 'undefined') { console.warn("Don't know how to handle tileset ", tileset) return; } this.load.image(tileset.name, `${this.MapUrlFile}/${tileset.image}`); }) }); this.load.tilemapTiledJSON(this.MapKey, `${this.MapUrlFile}/${this.MapKey}.json`); //add player png PLAYER_RESOURCES.forEach((playerResource: any) => { this.load.spritesheet( playerResource.name, playerResource.img, {frameWidth: 32, frameHeight: 32} ); }); this.load.bitmapFont('main_font', 'resources/fonts/arcade.png', 'resources/fonts/arcade.xml'); } //hook initialisation init() {} //hook create scene create(): void { //initalise map this.Map = this.add.tilemap(this.MapKey); this.map.tilesets.forEach((tileset: ITiledTileSet) => { this.Terrains.push(this.Map.addTilesetImage(tileset.name, tileset.name)); }); //permit to set bound collision this.physics.world.setBounds(0,0, this.Map.widthInPixels, this.Map.heightInPixels); //add layer on map this.Layers = new Array(); let depth = -2; this.map.layers.forEach((layer : ITiledMapLayer) => { if (layer.type === 'tilelayer') { this.addLayer(this.Map.createStaticLayer(layer.name, this.Terrains, 0, 0).setDepth(depth)); } if (layer.type === 'tilelayer' && layer.name === "exit") { this.loadNextGame(layer, this.map.width, this.map.tilewidth, this.map.tileheight); } if (layer.type === 'tilelayer' && layer.name === "start") { this.startUser(layer); } if (layer.type === 'objectgroup' && layer.name === 'floorLayer') { depth = 10000; } }); if (depth === -2) { throw new Error('Your map MUST contain a layer of type "objectgroup" whose name is "floorLayer" that represents the layer characters are drawn at.'); } //add entities this.Objects = new Array(); //init event click this.EventToClickOnTile(); //initialise list of other player this.MapPlayers = this.physics.add.group({ immovable: true }); //notify game manager can to create currentUser in map this.GameManager.createCurrentPlayer(); //initialise camera this.initCamera(); // Let's generate the circle for the group delimiter //TODO they are error with cercle this.circleTexture = this.textures.createCanvas('circleSprite', 96, 96); if(!this.circleTexture || this.circleTexture.context){ return; } let context = this.circleTexture.context; context.beginPath(); context.arc(48, 48, 48, 0, 2 * Math.PI, false); // context.lineWidth = 5; context.strokeStyle = '#ffffff'; context.stroke(); this.circleTexture.refresh(); } /** * * @param layer * @param mapWidth * @param tileWidth * @param tileHeight */ private loadNextGame(layer: ITiledMapLayer, mapWidth: number, tileWidth: number, tileHeight: number){ let properties : any = layer.properties; let nextSceneKey = properties.find((property:any) => property.name === "exitSceneKey"); let nextMap : MapObject = gameManager.Maps.find((map: MapObject) => map.key === nextSceneKey.value); let gameIndex = this.scene.getIndex(nextMap.key); let game : Phaser.Scene = null; if(gameIndex === -1){ game = new GameScene(nextMap.key, `${API_URL}${nextMap.url}`); this.scene.add(nextSceneKey, game, false); }else{ game = this.scene.get(nextMap.key); } if(!game){ return; } let tiles : any = layer.data; tiles.forEach((objectKey : number, key: number) => { if(objectKey === 0){ return; } //key + 1 because the start x = 0; let y : number = parseInt(((key + 1) / mapWidth).toString()); let x : number = key - (y * mapWidth); //push and save switching case this.PositionNextScene.push({ xStart: (x * tileWidth), yStart: (y * tileWidth), xEnd: ((x +1) * tileHeight), yEnd: ((y + 1) * tileHeight), key: nextMap.key }) }); } /** * @param layer */ private startUser(layer: ITiledMapLayer){ let tiles : any = layer.data; tiles.forEach((objectKey : number, key: number) => { if(objectKey === 0){ return; } let y = (key / 45); y = parseInt(`${y}`); let x = key - (y * 46); this.startX = (x * 32); this.startY = (y * 32); }); } //todo: in a dedicated class/function? initCamera() { this.cameras.main.setBounds(0,0, this.Map.widthInPixels, this.Map.heightInPixels); this.cameras.main.startFollow(this.CurrentPlayer); this.cameras.main.setZoom(ZOOM_LEVEL); } addLayer(Layer : Phaser.Tilemaps.StaticTilemapLayer){ this.Layers.push(Layer); } createCollisionWithPlayer() { //add collision layer this.Layers.forEach((Layer: Phaser.Tilemaps.StaticTilemapLayer) => { this.physics.add.collider(this.CurrentPlayer, Layer, (object1: any, object2: any) => { //this.CurrentPlayer.say("Collision with layer : "+ (object2 as Tile).layer.name) }); Layer.setCollisionByProperty({collides: true}); if (DEBUG_MODE) { //debug code to see the collision hitbox of the object in the top layer Layer.renderDebug(this.add.graphics(), { tileColor: null, //non-colliding tiles collidingTileColor: new Phaser.Display.Color(243, 134, 48, 200), // Colliding tiles, faceColor: new Phaser.Display.Color(40, 39, 37, 255) // Colliding face edges }); } }); } addSpite(Object : Phaser.Physics.Arcade.Sprite){ Object.setImmovable(true); this.Objects.push(Object); } createCollisionObject(){ this.Objects.forEach((Object : Phaser.Physics.Arcade.Sprite) => { this.physics.add.collider(this.CurrentPlayer, Object, (object1: any, object2: any) => { //this.CurrentPlayer.say("Collision with object : " + (object2 as Phaser.Physics.Arcade.Sprite).texture.key) }); }) } createCurrentPlayer(UserId : string){ //initialise player //TODO create animation moving between exit and strat this.CurrentPlayer = new Player( UserId, this, this.startX, this.startY, this.GameManager.getPlayerName(), this.GameManager.getCharacterSelected() ); this.CurrentPlayer.initAnimation(); //create collision this.createCollisionWithPlayer(); this.createCollisionObject(); //join room this.GameManager.joinRoom(this.scene.key, this.CurrentPlayer.PlayerTexture); //listen event to share position of user this.CurrentPlayer.on(hasMovedEventName, this.pushPlayerPosition.bind(this)) } pushPlayerPosition(event: HasMovedEvent) { this.GameManager.pushPlayerPosition(event); } EventToClickOnTile(){ // debug code to get a tile properties by clicking on it this.input.on("pointerdown", (pointer: Phaser.Input.Pointer)=>{ //pixel position toz tile position let tile = this.Map.getTileAt(this.Map.worldToTileX(pointer.worldX), this.Map.worldToTileY(pointer.worldY)); if(tile){ this.CurrentPlayer.say("Your touch " + tile.layer.name); } }); } /** * @param time * @param delta The delta time in ms since the last frame. This is a smoothed and capped value based on the FPS rate. */ update(time: number, delta: number) : void { this.CurrentPlayer.moveUser(delta); let nextSceneKey = this.checkToExit(); if(nextSceneKey){ this.scene.start(nextSceneKey.key); } } /** * */ checkToExit(){ if(this.PositionNextScene.length === 0){ return null; } return this.PositionNextScene.find((position : any) => { return position.xStart <= this.CurrentPlayer.x && this.CurrentPlayer.x <= position.xEnd && position.yStart <= this.CurrentPlayer.y && this.CurrentPlayer.y <= position.yEnd }) } /** * Share position in scene * @param UsersPosition */ shareUserPosition(UsersPosition : Array): void { this.updateOrCreateMapPlayer(UsersPosition); } /** * Create new player and clean the player on the map * @param UsersPosition */ updateOrCreateMapPlayer(UsersPosition : Array){ if(!this.CurrentPlayer){ return; } //add or create new user UsersPosition.forEach((userPosition : MessageUserPositionInterface) => { if(userPosition.userId === this.CurrentPlayer.userId){ return; } let player = this.findPlayerInMap(userPosition.userId); if(!player){ this.addPlayer(userPosition); }else{ player.updatePosition(userPosition); } }); //clean map this.MapPlayers.getChildren().forEach((player: GamerInterface) => { if(UsersPosition.find((message : MessageUserPositionInterface) => message.userId === player.userId)){ return; } player.destroy(); this.MapPlayers.remove(player); }); } private findPlayerInMap(UserId : string) : GamerInterface | null{ let player = this.MapPlayers.getChildren().find((player: Player) => UserId === player.userId); if(!player){ return null; } return (player as GamerInterface); } /** * Create new player * @param MessageUserPosition */ addPlayer(MessageUserPosition : MessageUserPositionInterface) : void{ //initialise player let player = new Player( MessageUserPosition.userId, this, MessageUserPosition.position.x, MessageUserPosition.position.y, MessageUserPosition.name, MessageUserPosition.character ); player.initAnimation(); this.MapPlayers.add(player); player.updatePosition(MessageUserPosition); //init collision /*this.physics.add.collider(this.CurrentPlayer, player, (CurrentPlayer: CurrentGamerInterface, MapPlayer: GamerInterface) => { CurrentPlayer.say("Hello, how are you ? "); });*/ } shareGroupPosition(groupPositionMessage: GroupCreatedUpdatedMessageInterface) { let groupId = groupPositionMessage.groupId; if (this.groups.has(groupId)) { this.groups.get(groupId).setPosition(Math.round(groupPositionMessage.position.x), Math.round(groupPositionMessage.position.y)); } else { // TODO: circle radius should not be hard stored let sprite = new Sprite(this, Math.round(groupPositionMessage.position.x), Math.round(groupPositionMessage.position.y), 'circleSprite'); sprite.setDisplayOrigin(48, 48); this.add.existing(sprite); this.groups.set(groupId, sprite); } } deleteGroup(groupId: string): void { this.groups.get(groupId).destroy(); this.groups.delete(groupId); } }